use super::{
    super::{vek::*, Animation},
    BirdMediumSkeleton, SkeletonAttr,
};
use std::ops::Mul;

pub struct FeedAnimation;

impl Animation for FeedAnimation {
    type Dependency<'a> = f32;
    type Skeleton = BirdMediumSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"bird_medium_feed\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_feed")]

    fn update_skeleton_inner<'a>(
        skeleton: &Self::Skeleton,
        global_time: Self::Dependency<'a>,
        anim_time: f32,
        _rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();

        let wave_slow = (anim_time * 4.5).sin();
        let wave = (anim_time * 8.0).sin();

        let wave_slow_cos = (anim_time * 4.5).cos();

        let duck_head_look = Vec2::new(
            (global_time / 2.0 + anim_time / 2.0)
                .floor()
                .mul(7331.0)
                .sin()
                * 0.5,
            (global_time / 2.0 + anim_time / 8.0)
                .floor()
                .mul(1337.0)
                .sin()
                * 0.25,
        );

        next.head.position = Vec3::new(0.0, s_a.head.0 + 1.0, -2.0 + s_a.head.1);
        next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
            * Quaternion::rotation_x(-0.3 / s_a.feed + wave_slow_cos * 0.03 + wave * 0.1);

        next.torso.position = Vec3::new(
            0.0,
            s_a.chest.0 + s_a.feed,
            -1.0 - 5.0 * (s_a.feed - 1.0) + wave_slow * 0.3 + s_a.chest.1,
        );
        next.torso.orientation =
            Quaternion::rotation_x(-0.5 * s_a.feed) * Quaternion::rotation_y(wave_slow * 0.03);

        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
        next.tail.orientation = Quaternion::rotation_x(wave_slow_cos * 0.03);

        next.wing_l.position = Vec3::new(-s_a.wing.0, s_a.wing.1, s_a.wing.2);
        next.wing_l.orientation = Quaternion::rotation_y(0.4 - wave_slow * 0.1);

        next.wing_r.position = Vec3::new(s_a.wing.0, s_a.wing.1, s_a.wing.2);
        next.wing_r.orientation = Quaternion::rotation_y(-0.4 + wave_slow * 0.1);

        next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);

        next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
        next
    }
}
